In this tutorial we will learn the complete workflow to create a realistic high viscous fluid. Throughout this tutorial we are going to talk about the core feaures of RealFlow. Starting with the basics, well discuss the fundamental parameters of a standard SPH system as well as looking at the Hybrido solver. Well also cover some meshing techniques using the RenderKit particle mesher to avoid flickering issues. Then well look at how to render our mesh in V-Ray for Maya and finally how to composite our passes in NUKE. After completing this tutorial, well have a much better understanding of the entire process to make a realistic and believable fluid.

In this series of tutorials, we will talk about some of the steps that we went through in order to build the subway level for our Unity mobile game project. In this course we will examine the process of creating the game level for our Unity mobile project. We will start by referencing our game document, which will give us a great deal of information, not only on the look of our models, but also on more technical aspects like geometry and texture resolutions. Well talk about basic modeling techniques for creating the different parts of our game level and well concentrate on creating portions of the level that can be seamlessly tiled. Well go over how we can break down our reference art and where we can add unique details to break up the repeating geometry. Well finish by talking about methods for making sure all of the pieces match up properly and are saved out for uv and texture work. This course goes over the process for creating our game level and the thoughts behind the decisions but it is not a step-by-step modeling tutorial. If youd like to get up to speed on modeling in Maya, Id recommend the Introduction to Modeling in Maya which goes over the tools we use here in greater detail. If you want a more step-by-step look at game-type environments in general, try Creating Low Resolution Environments in Maya and Photoshop.

In this tutorial, we will learn the rigging and animation process for our Unity game. Well start by taking a look into our rigging process. Well learn about bone and influence limits that we should adhere to. Well learn techniques for creating rigs with a sufficient amount of control, despite our limitations. Well cover repurposing and optimizing control rigs to work more efficiently. In the end, we will have given the animator a very flexible rig with more than enough control to successful create appealing performances in the characters theyve been tasked with. In animation, well learn some neat animation tricks and techniques to bring your game assets to life in an fun away; techniques that consist of: reversing an animated sequence, avoiding weightlessness, and tricks for animating a crawling creature with several legs. By the end of this course, youll have a greater understanding of tools and techniques you can use to create exciting game animations; animations that can then be then handed off to programmers to start polishing the games functionality.

In this collection of lessons we will learn about creating concept art for a game as well as how the role of the concept artist fits into the production pipeline. We will begin this course by learning about the role of a concept artist and how that role fits into the production pipeline. Next, we will learn about the game design document and then use it to determine which assets concept art is needed. From there, we’ll move on and learn about designing a level for our game from the ground up by planning out its overhead layout. Next, we will learn how to visualize this layout by creating concept sketches. Lastly, we will shift our attention to painting the concept art, focusing on rendering out our composition, planning for and painting the light sources, and then rendering out organic material to line the walls of our level. After going through this course, you will gain a better understanding as to why decisions are made during the process of creating concept art. You will also learn the basic steps involved in visualizing an idea for a level in a piece of artwork.